Demo 2.0 Patch Notes
1. Action System Renewal
- Combo System Added : Different combos trigger depending on the sequence of light and heavy attacks. Each combo has unique animations and attack ranges, and can be used to interrupt elite enemies’ attacks.
- Stamina System Added : Dashing and heavy attacks now consume stamina. Consumption varies by combo type, and fully depleting stamina briefly puts you into an exhausted state. A stamina gauge and exhaustion indicator have been added to the UI, and both recovery speed and max stamina can be increased through growth.
- Improved Input Responsiveness : Attack pre-input handling and target have been refined so that consecutive attacks flow more smoothly.
- Combo Camera Effects : The camera now reacts dynamically as combos progress.
- Secondary Weapon (Crossbow) Removed : The auto-firing crossbow, a secondary weapon, has been removed. Related UI text and the special-attack cooldown stat have also been cleaned up.
2. Weapons
This demo features three weapons: Sword, Hammer, and Shotgun.
- Sword: 12 new combo-specific VFX have been created and attack presentations have been enhanced. A variety of combo sets allow stable responses in any situation.
- Hammer: Charging and rush attacks have been added, along with new dash attacks and dash-charging moves. It’s slow but powerful.
- Shotgun: A new ranged projectile weapon introduced in this demo. Use heavy attacks to unleash a barrage of bullets, perform spinning rapid fire, and execute aimed rotating special attacks.
3. Blessings · Arcana
- Blessing Links: Link owned Blessings to Light Attack, Heavy Attack, or Dash to activate the Blessing alongside that action. Even the same Blessing will differ in projectile pattern, number of projectiles, and activation timing depending on where it’s linked. Links are obtained by defeating special elites that appear at certain points during a run; upon defeat, they drop a link. Acquired links can be assigned to any Blessing in a dedicated selection screen, or converted into EXP shards if not needed.
- Blessing Set Bonuses: Collecting Blessings from the same angel grants bonus stats. The selection screen now displays angel icons and synergy status at a glance.
- Arcana Patch: 18 new Arcana cards have been added and overall balance has been adjusted. Some Arcana alter stamina management—for example, restoring stamina on dash-attack hits or growing stronger when stamina is depleted.
4. Monsters · Combat
- Blow System: Enemies can now be knocked back off cliffs or into water. If a knocked-back enemy hits a wall, they bounce off. All monsters have new knockback animations, allowing terrain to be used strategically in combat.
- Break Gauge: Boss-tier enemies now display a Break Gauge below their health bar. Hitting them reduces the gauge; when fully depleted, they enter a Break state, briefly stopping their actions and taking significantly increased damage. The stronger the attack, the more it reduces the gauge.
- Flash Counter Rework: Successfully performing a Flash Counter now reduces the enemy’s Break Gauge. Flash Counters no longer trigger against regular monsters.
- Elite Rework: Elites no longer stagger from light attacks, but their attacks can be interrupted with heavy attacks and dash attacks. Attack frequency has also been adjusted.
- Monster Movement Improvements: Movement and encirclement paths when surrounded by multiple monsters have been made much more natural.
- Monster Death Animations: All monsters now shatter into pieces upon defeat.
5. Growth · Collection
- Small Arbor’s Reach Purification Effect: Purifying small Arbor’s Reach during gameplay now applies a weapon stat enhancement effect.
- Grace of the Arbor · Rune Restructuring: Grace of the Arbor (permanent growth) has been restructured to match the new action system, and the provided runes have been replaced.
- Codex: A new Codex has been added, featuring action introduction videos, Break mechanics entries, and sections for characters and relics. Notifications appear when new entries are unlocked.
- Relic System Rework: Relics related to secondary weapons have been removed.
6. Stages · Sanctuary
- Act 1 Stage Mood Change: The atmosphere of Act 1 stages has been completely refreshed.
- Act 1 Route Rework: Exploration routes and environmental layouts have been restructured.
- Marimos (mini golems) Added: New ambient details have been added to the Sanctuary, including marimos roaming the area, an elephant golem, and toy towers. Marimos travel in groups and like to chase the player.
- Sanctuary Time-of-Day Cycle: The Sanctuary’s scenery now cycles with the time of day. Each time you return from an expedition, the lighting in the Sanctuary changes slightly.
- Cutscene Renewal: The Baphomet appearance cutscene and several story cutscenes have been renewed.
7. UI / UX · Quality of Life
- Elevator Rework: The elevator UI has been updated to allow direct access to stages and modes such as Arbor’s Crucible.
- Improved Interaction Response: The time you must hold interaction keys has been shortened.
- Currency Display Improvements: Icons now appear alongside currency amounts in dialogue and on-screen displays.
- Visibility Improvements: Characters stay visible as silhouettes even behind structures, with outlines adjusting naturally based on distance. Damage number effects have also been improved.
8. Balance · Progression
- Early-Game Balance Adjustments: Act 1 early difficulty has been tuned so players can overcome challenges with skill even without heavy growth.
- Prologue Flow: Unnecessary sections in the prologue flow have been reduced.
- Wave Adjustments: Enemy composition and difficulty in combat waves have been adjusted.